Cranetop
Cranetop | |
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Basic Information | |
Developer(s): | Unknown |
Cranetop is a three-stage Payload map developed by Cybris. It is a remake of a Team Fortress Classic Hunted map of the same name from the same author, turned into a TF2 Payload map. The BLU team must push the Payload though the map and into the RED base to destroy it.
A major landmark of the first stage of the map is the eponymous giant crane. The BLU team must walk up the catwalks to the top and capture the control point. As it is being captured the Payload is slowly lowered onto the tracks. Once fully captured BLU can proceed with pushing the cart.
In the second stage the BLU team must push the Payload through a tunnel which has opened from the previous stage. The RED team have to stop the Payload and have many walls and objects to hide behind for defence. There is a network of hallways, rooms and pipes with plenty of ways for either team to get behind enemy lines.
The final stage is a remarkably faithful re-creation of the S.P.E.C.T.R.E. volcano lair and launch pad from the James Bond film 'You Only Live Twice'. Continuing from stage two the Payload comes out of the tunnel and is put onto new cart. It is then transported into the rocket launch station and attached to a magnet. The BLU team must walk up the launch pad and capture a control point to raise the Payload with the magnet. Upon raising the Payload completely it explodes killing anyone nearby, winning the game for BLU.
Contents
Changelog
-- Beta 8 --
Fixed grayscale issue by deleting the color correction entity
Fixed monorail cart passing over ducked players
Fixed getting stuck on the large girders in stage 3
Fixed some bad displacements
Fixed getting stuck behind the barrels in the round room in stage 2
Fixed a hole in the upper floor of stage 3
Fixed the custom chalkboard texture showing up in other maps
Added small side rooms at stage 2 cap 2 to defuse that chokepoint
Added a small tunnel between stage 3 rocket room and the upstairs area
Added a bit more cover from snipers in stage 3
Added a map list icon
Remade the stairs that lead to the rocket tower
Used a different cart switching method for stage 3
More performance improvements for stage 3
-- Beta 7 --
Fixed grayscale display on map restart after stage 3 BLU win
Fixed the cart moving backwards too fast
Allowed more time for the server to change carts to eliminate the floating bomb bug
Moved stage 2 last cp a bit. Should be easier to capture now
Added entrances to stage 2 last cp room from the air vent area
Deleted the electric transformer room in stage 3 because the route was redundant
Deleted a redundant entrace to stage 3 from the BLU side
Slightly shortened the stage 3 mining tunnel
Added a bit of cover to RED spawn 3 so not everyone gets sniped when exiting the spawn room
Changed the area under the rocket room a bit, providing some space to hide spies or teleporters
For visual feedback the monorail cart is now destroyed when the crane picks up the bomb
Lots of performance improvements for the last room
-- Beta 6 --
Rotated the rocket tower and shortened stage 3 track
Enlarged the fenced area in the volcano
Re-added steps to the upper ramp in stage 3 rocket dome
Reconstructed the upper stage 3 right side room with more cover
Added a room and two small tunnels to stage 3, deleted dropdown vent
Added another CP to stage 3 - it's fake (8 is max), but works mostly like a real one
Added more cover to stage 3 volcano dome side entrances
Moved the BLU blackboard so that it actually gets read
Fixed a faulty one-way door and added "Dead end" signs in stage 3
Fixed getting stuck on the cart at the switch to the monorail
Fixed invisible stairs being solid in stage 2 sewers
Fixed faulty stairs in stage 1 wooden warehouse
Fixed a small spot from where you could jump over the RED spawn wall
Converted some func_details to displacements or world brushes to free entities
-- Beta 5 --
Brutally reduced the number of entities to avoid "ED_Alloc: no free edicts"
-- Beta 4 --
Added a third stage
Added a mission briefing with text and screenshots
Added in-game instructions on crane operation via chalk boards
Lowered spawn times except on last CPs of the stages
Redesigned and enlarged back entrance room and back door to stage 2
Enlarged small steps in the entrance hall at CP 6
Enlarged small sewers at stage 2 RED spawn and added more signage
Enlarged RED spawn exit area on stage 1 and added some detail and a wall
Slightly moved stage 1 tracks so players can get between the cart and RED spawn
Added even more clips to doors, stairs and railings
Fixed getting stuck below the warehouse
Fixed dead end sewer pipes not being black
Fixed more occurrences of getting stuck when being pushed by the payload
Changed some stairs to props
Made a number of optical changes
-- Beta 3 --
Fixed engineers being able to block spawn exits with teleporters
Fixed cart going past CP A3 without capping
Fixed bomb not disappearing when it explodes
Fixed BLU spawn class-changing zone not extending to doors
Added more clips to doors
Added cubemaps for the office area
Added another plank to the bend
Added glow to most lights
Made sewer pipes easier to enter
Moved a blue arrow sign that was slightly misleading
Made a number of optical changes
-- Beta 2 --
Fixed cubemap problem by uploading the correct file this time ;-)
Added Hydro-style arrows
Added railings to the crane ramps
Reduced respawn times
Added some cover to the tunnel leading underground
Moved spawn points away from the door in stage 2 RED spawn
Added health and ammo to the small watchtower
Closed redundant wooden warehouse access
Added a board to the crate stack at the big bend
Moved CP A3 so that no one can get pushed through the blast door
Added more clips to prevent sticky door frames
Added a trigger_push under the payload touchdown zone
The crane fence now disappears on capture
Fixed players getting stuck on the payload
Fixed stickies not bouncing off the payload
Fixed stickies not bouncing off the setup doors
Fixed cameras not looking at the correct CP
Fixed being able to stand on the fence at the large watchtower
Fixed being able to sticky jump on top of the milk building
Fixed visualizer textures
Fixed incorrect CP names
Compiled with HDR and built HDR cubemaps
Made the lights brighter
Made a number of optical changes
-- Beta 1 --
First release
Locations
Stage A, Checkpoint 1
Checkpoint 1 is at the base of the crane and the BLU team must lower it by capturing Control Point 1 at the top of the crane. Once the bomb cart reaches checkpoint 1 it can then proceed around the track.
Stage A, Checkpoint 2
Checkpoint 2 is around the side of large building in the center of the stage.
Stage A, Checkpoint 3
Checkpoint 3 is at the backside of the RED spawn, which becomes BLU's spawn in Stage B.
Stage B
Stage B is down underground, consisting of long narrow hallways and overhead ventilation ducts.
Stage B, Checkpoint 1
Checkpoint 1 is at the bottom of a long narrow hallway leading down toward RED's base. In addition to the front entrance, BLU can attempt to flank RED by attacking through an alternate entrance back in Stage A.
Stage B, Checkpoint 2
Checkpoint 2 is after the second turn in the track and just before an alcove on the left of the track.
Stage B, Checkpoint 3
The final checkpoint is right in front of RED's spawn, which becomes BLU's spawn at Stage C.
Stage C
The final stage is still underground, however, the hallways and rooms are much more open than in Stage B.
Stage C, Checkpoint 1
The first checkpoint is in the middle of a large open room. When the bomb cart reaches that point it changes from a cart to riding a rail.
Strategies
- Since both spawns are accessible to the other team and there are many routes to each spawn, spawn camping is a common strategy for both teams on this map.
- Sentry Gun placement is difficult in Stages A and C due to the openness of the areas, though a knowledgeable Engineer can find workable spots almost anywhere.
- On Stage B on top of the storage car in the alcove to the left of Checkpoint 2 is a common place to see a Sentry Gun.
- Since Stage A is so open, with many routes of attack, Teleporters for BLU are practically useless. However, since the distance from spawn increases for Stages B and C, they become essential.
- The roof of the large central building in Stage A is a great point to attack from so whichever team controls the roof typically controls the Stage.
- Underneath the map are a network of tunnels. Use them to get to other parts of the map.
Screenshots
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